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3d models development

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Luther Blissett:
I will have a quick look now :)

The bvh you gave earlier imported okay, except for being rotated to lay face down (easy to fix, I think). Some of the bones might need renaming for it to work correctly, but I think it's convertible.

I should find out tomorrow morning if I've got a) A horribly busy week full of work, or b) A nice, easy week. If the latter, I will see about trying to catch up with a lot of the work on this. I've got a lot of half-finished things which I could easily get to a finished state if I have a bit of free time.

[edit] The import seemed very messed up when I checked. I'll try to have a more thorough investigation of the files (time permitting), and see if I can get something working though. I'm very keen to try and find a way to get these working in game as soon as possible, because you're doing some very good and important work here, and the sooner we can sort some kind of workflow from Blender to the game, the better.

Lizard:
So... Blender pretty much failed me at exporting it to various formats. Both versions screwed up all converts, well, except for .bvh, which, Luther, as you said, needs to be flipped and renamed, what can be done.

As possible, not-so-elegant solution, i suggest to import first the start-up pose as .OBJ, (deformed mesh), then import the .BVH skeleton and implant it manually in different 3d package. (parent the posed mesh to the skeleton pose). Then, hoping, that it would convert it to .X correctly.

That gets even more complicated...

Luther, Karpov, could you try this "import" here in Max or in Wings?

I have renamed the bones accordingly to Karpov's animations and flipped them in 3 different directions.
Mind that, there are a few bones more, like one additional finger joint and thumbs as well as the handles. I guess they will be ignored by the import.

The:
1. "beertime1.bvh" is a position of bones as they are in Blender.
2. "beertime2.bvh" is a position of bones as they get opened correctly by default in fragMOTION. (90 degrees backwards, i think this one should be positioned correctly, Luther)
3. "beertime3.bvh" is a position of bones as i found them in Karpov's BVH's
4. "beertime.obj" is a starting point for the animation and is the object that will be welded to the starting frame. (i hope this works)

beertime.rar
84.4 KB
www.megaupload.com/?d=ZONPMAHE
 

Luther Blissett:
Excellent - I'll try and have a look at this tomorrow. I managed an unrelated transfer of both rigged model and independent animations from Wings>Fragmotion>Fonline the other day whilst testing stuff, so I'm fairly confident I can get something from Fragmotion into the game - not the most elegant solution, but it seems to have worked in my testing.

As far as I know, any "extra" bones would be ignored if the skeleton was merged with an existing skeleton, so I'm fairly hopeful that this might work.

I'll try and grab a bit of time tomorrow and let you know my results :)

IvanSyomin:
hi, guys!

haven't been here a looot of time, how is it going??
if it's not the end yet, i'd like to model somewhat items for project

and to start (again :) ) it will be the Howitzer Shell (68 tris)


model is sent to Graf

Cheers!

Zogra:

--- Quote from: Johnnybravo on August 03, 2011, 05:28:18 pm ---

Everything seems to work as excpected (I used some random filter to create specular map, so that's why it looks like crap), however it seems that it'll be required to have custom fo3d file for specular mapped skins, as it seems there's no way to apply effect only to layer.

I'll do normal mapped version and stealthboy effect the next and meanwhile create some thread with downloads and directions.

--- End quote ---

very nice  ;D

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